| Weapon / Change | Impact on Gameplay | |----------------|--------------------| | cooldown on red hit increased from 5s → 7s | Forces players to be more deliberate with high‑damage shots; no more spamming. | | Alternate Shotgun red hit damage decreased from 12 → 10 | Still powerful, but not an instant delete button. | | Core Eject trajectory now matches the Marksman Coin 's | Makes mid‑air combos more consistent and stylish. | | SRS Cannon secondary fire no longer shares primary fire cooldown | Unlocks new rotation strategies. | | JumpStart (Nailgun variant) hitting a tram causes instant acceleration at double speed for 5 seconds | Opens up creative movement on tram‑bearing levels. |
The update improved the Always on top HUD settings, preventing weapons and limbs from obstructing vital information during intense fights. ultrakill v15d top
Jump, Whiplash to a ceiling, Slam downwards, and fire the Pump Shotgun on the way down. This creates an "Orbital Nuke" that clears the entire arena in Cyber Grind. It is the defining top tech of V15d. | Weapon / Change | Impact on Gameplay